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Invulnerability, Armor, and Reversals

haketh

Noob
How do you wanna see them work in MKX? Keep moves having invul on WU so people have to choose between getting the knockdown Oki or leaving them standing so you don't have to worry about a reversal? And armor, how much of it should their be and hopefully NONE of it is safe on block this time around especially if it grants a combo. Would you like to see NRS try out traditional Invul on certain moves like it's done in SF?
 

Dizzy

False Information Police Officer
Premium Supporter
NetherRealm Studios
Im a fan of having invul/armor moves taking meter.

The #1 concern is to make sure there is no safe, combo starting armored/invul moves. This was one of the main problems in MK9.

Id personally prefer no safe armor/invul moves, but pretty much every game has at least some. So all I can hope for is they dont lead into combos.
 
My philosophy is simple

For wakeups pick 2:
1) invincible on startup
2) safe
3) meterless

So you can have a safe invincible wakeup, but it will cost meter.

Or you can have a safe wakeup, that is meterless, but it can be stuffed at some point during startup.

Or you can have a wakeup that is fully invincible and meterless, but it must be unsafe.

So long as it doesn't have three of the "impossible trinity" it's fine.
 

haketh

Noob
@GGA Dizzy @LtLuthor Yeah I hope they really give a critical look at what gets armor and what doesn't. No more EX Cartwheels for sudden turns of momentum that are good whether it hits or it's blocked. Also hoping on knockdown Oki isn't hampered like it in the end of MKIX, I like the idea of having the option to choose standing or knock down for different options but standing was always the better option in MKIX.
 
Im a fan of having invul/armor moves taking meter.

The #1 concern is to make sure there is no safe, combo starting armored/invul moves. This was one of the main problems in MK9.

Id personally prefer no safe armor/invul moves, but pretty much every game has at least some. So all I can hope for is they dont lead into combos.
What does this mean.
 

TaffyMeat

Infinite Meter Kombos
I think of reversals being like mkda rather than mka. I'm also thinking sub zeros ice ball was a wu which is why scorpion read it.
 

haketh

Noob
I think of reversals being like mkda rather than mka. I'm also thinking sub zeros ice ball was a wu which is why scorpion read it.
What were reversals like in MKDA? I never played it competitively so I have no idea about that game, Deception, or Armageddon.
 

TaffyMeat

Infinite Meter Kombos
What were reversals like in MKDA? I never played it competitively so I have no idea about that game, Deception, or Armageddon.
mkda reversals were character specific. Think kano had it. You pressed the character button and you either powered up or did reversal depending on the character. Mka you pressed b+ block instead of f+block so people used reversal instead of wasting breakers.
 

zerosebaz

What's the point of a random Krypt?
Im a fan of having invul/armor moves taking meter.

The #1 concern is to make sure there is no safe, combo starting armored/invul moves. This was one of the main problems in MK9.

Id personally prefer no safe armor/invul moves, but pretty much every game has at least some. So all I can hope for is they dont lead into combos.

I now they were a problem in MK9, but I think it depends on each move and the rest of the tools the character has. Rain's EN roundhouse was a safe armoured launcher but it was ok.
 

ColdSpine

"I wore those colors before you"
plz i dont wanna see characters dipped in armor who wake up and get out of pressure with no risk, no invincibility crap. if you wanna get out of pressure you have to spend a meter and be punished if you time it wrong.
 

ColdSpine

"I wore those colors before you"
I now they were a problem in MK9, but I think it depends on each move and the rest of the tools the character has. Rain's EN roundhouse was a safe armoured launcher but it was ok.
rain`s armored house kick was not a wake up and it was slow as hell, so its perfectly fine as a defensive tool.
 

BigMilk

Former Divine Power Abuser
My philosophy is simple

For wakeups pick 2:
1) invincible on startup
2) safe
3) meterless

So you can have a safe invincible wakeup, but it will cost meter.

Or you can have a safe wakeup, that is meterless, but it can be stuffed at some point during startup.

Or you can have a wakeup that is fully invincible and meterless, but it must be unsafe.

So long as it doesn't have three of the "impossible trinity" it's fine.
I think rules like this make for more balance. I think even normals and specials should follow a set of rules also. Any two of the three: strong, fast, or safe.
 
I just don't want to see completely invincible meterless wake ups with full body hitbox that lead into a combo on hit and are advantageous on block, and you can use a bar to make it have armor just in case.